我目前正在做一个重要的项目,我想创建一个回声位置着色器,让波浪在整个环境中波动。我已经设法从不同的来源创建了这样的着色器,但我想在每个动作中循环着色器波,而不是取消中间波并从一开始就重新投射波。
这里有 2 个脚本,第一个是用于 Waves 的 ShaderScript
Shader "EchoLocationShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_EchoOrigin("Echo Origin", Vector) = (0,0,0,0)
_EchoDistance("Echo Distance", Float) = 0
_EchoWidth("Echo Width", Float) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
};
fixed4 _Color;
fixed4 _EchoOrigin;
float _EchoDistance;
float _EchoWidth;
//float numbers[] = { };
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
float distance = length(IN.worldPos.xyz - _EchoOrigin.xyz) - _EchoDistance * _EchoOrigin.w;
float halfWidth = _EchoWidth * 0.5;
float lowerDistance = distance - halfWidth;
float upperDistance = distance + halfWidth;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
//fixed4 c = fixed4(pow(1 - (abs(distance) / halfWidth), 8), 0, 0, 1);
float ringStrength = pow(1 - (abs(distance) / halfWidth), 8) * (lowerDistance < 0 && upperDistance > 0);
o.Albedo = ringStrength * c.rgb * (1 - _EchoOrigin.w);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
这是用来随着玩家的每一步产生波浪的(出于测试目的,我还绑定了每次点击都会产生波浪
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class EchoSpawner : MonoBehaviour
{
public EchoState state;
public int mouseClick;
// define an array/list of click points/raycast results
// a time limit to despawn these clicks
private List<EchoData> data = new List<EchoData>();
private void Update()
{
data.ForEach(d => d.Decay(Time.deltaTime));
if (Input.GetMouseButtonDown(0))
{
Debug.Log("Click");
mouseClick++;
EchoSpawn();
Vector3[] activePoints = data
.Where(d => d.IsAlive) // find points that are still alive
.Select(d => d.origin) // get only the origin points
.ToArray(); // convert to array
// state.SetEchoOrigins(activePoints);
}
}
void EchoSpawn()
{
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
data.Add(new EchoData(1, hit.point));
state.EchoOrigin = hit.point;
state.SetEchoOrigins(data
.Where(d => d.IsAlive) // find points that are still alive
.Select(d => d.origin) // get only the origin points
.Take(10) // Select up to 10
.ToArray() // convert to array
);
}
}
}